On 11/20/10 01:04 AM, Nicolas Weeger wrote:
Hello.
Been a little more than 6 months since last official release, and I was
thinking that trying to get one out before end of the year might be nice.
Thoughts/comments?
Any list of bugs or other things that must be fixed before a release is
made?
Things to fix for the next release:
- ensure all clients versions are either disconnected with a client too old
message or able to create account or at least characters on latest server
Client too old may be reasonable - at some point, the older clients really
will not work.
It isn't feasible of course to test every client with every version of the
server, and vice versa. The problem of enforcing versions gets tricky - one
does not want to force version 1.60 client with 1.60 release, as everyone with
older clients now have to update right then to play. But I will verify that
1.50 client works properly, and if you are playing older than that, probably
time to update.
- have an official Windows client ; if GTK should be it, actually build and
package it (last tests I made showed issues with Glade library)
Is that suggesting that maybe the java client should be the official windows
client. I haven't looked, so I don't know how easy/hard it would be to take
the
glade file and make the static config file (old method) - while less than
ideal,
if there are issues with windows, that may be one approach.
I personally do not have a windows dev environment - that is of course one of
those things that always makes things harder to work for.
- remove metaserver1 support from clients, so players don't go to old obsolete
servers
Should perhaps metaserver1 support also get removed from server at same time?
In that way, the client at least has to be know enough to support metaserver2
to play on newer servers (probably not much difference there, since that
support
has been there a while).
Things to fix someday:
- add more quests, link maps or stories ; this would give players some hints
on what to do or point to maps they don't know
Yes - one other thought I've had, and which many other games do, is have some
form of achievements/titles. These may not have any actual in game effect, but
to some extent let a player track what they have done. Eg, kill 1000 demons
and
you get the demon slayer title. Maybe remove the custom title currently in the
game, and only let player set their titles to ones they have earned.
- make enough quests to nicely level in various skills (eg suite of alchemy-
related quests enabling the player to learn recipes and level up)
Discussion of that probably gets beyond this message - but some of that also
goes into gameplay and other aspects - I certainly think it would be good to
have the recipe chains for alchemy be such that one could, through alchemy,
reasonably get high experience (this would involve making the basic recipes
much
more easy to find or perhaps common knowledge (eg, each time you gain a level
in
alchemy, you learn a recipe for that level).
The hard part IMO for quest chains/skill leveling is ideally, you want the
process of completely the quest to use the skill in question - having an
alchemy
type quest which is to get the liver of the boss monster at a bottom of a
dungeon is fine, but one really isn't using alchemy (most likely) to solve that
quest. A few of those may be reasonable, but I just get the feeling that if
too
many are about, it might start to feel somewhat artificial.
- many more compound graphics - create a Fenx character, and use singing,
fight, cast magic, do the same for other races and classes
Yes, but I'd almost be tempted that if redoing/adding a lot of graphics get
looked at, having an larger image set (64x64 base lets say) would be nice, but
that probably gets into the dreamworld below.
- fix many broken monsters (hint: ac-70 will make the monster almost
invulnerable in melee), balance exp/sp/hp/gr and such
Yes - those should get fixed.
- fix various Python guild bugs and issues
- fix item_power ; some items are more powerful than others with less
item_power (eg some rings, I think) ; also item_power is almost useless once
you reach level 50, so spread the scale more
Some of the idea behind item power was to prevent high level characters from
giving low level characters really great items, so fact it becomes less
relevant
at higher levels would be less a concern.
But the real problem behind it is that for probably 99% of the items, it is
computed by the server, and it can only make general assumptions on value -
certainly some attacktypes are better than others, as are protections.
I suspect that within maps which do set item power, it hasn't been done
consistently accross the board - mapmaker A's maps are consistent, but mapmaker
B may use a higher basic item power than A.
In a dreamworld:
- better unique map or unique